A head-cocked-to-the-side view of gaming from a hobby game veteran. Everything from Virtual Worlds to throwing rocks.

Wednesday, January 07, 2009

The Deep End

I just received a comment about the ourWorld experience. This sort of feedback is really helpful as we try to mold our site's First Impression.

There are two factors that play off each other poorly.

To provide a consistant new user experience, new users need to appear in a part of your world designed to accomodate them.

When all sorts of new users appear in the same place, they tend to detract from the experience.

New users are more difficult to handle, in-game, than just about any other sort of player. They don't know what to do. They don't know what to say. If there's any kind of etiquette, they don't know it. They don't yet have a vested interest in the site or the community, so they're prone to a level of rude/crudeness that mellows as players settle in.

I like YoVille's party system, because its easy to find and it gives even the newest players a framework for discussion. TOPICS.

The ourWorld experience starts with a mission-based tutorial, but that doesn't last long, and it doesn't satisfy the need to establish communication with the other players. Those other players also don't know what to say, so its common to see a crowded room full of people not talking (or talking crap.)

I will say that once ourWorld players do make some friends, they have a lot of fun. Our loyal players are extremely loyal, and I think its because our work is paying off with a strong, entertaining, experience. (of course, I'm biased.)